A Game of Reality
Reality in a Game
Credits
Game Design
Keith Taylor
Writers
Keith Taylor
Robin Taylor (Poems) Graphics Design
Keith Taylor
© 2003 by 93 Games Studio and its licensors Layout Keith Taylor Playtesters Keith Taylor Andy Williams Kenny McGill Matt Shelton Bill McGuire Jerry Moore Rob Saunders Special Thanks
Robin Taylor – My Lord and Master (Wife) Ray Redecker Regimental Quarters Published by 93 Games Studio 715 Williams Ave Raceland, Ky. 41169
Further game material and free downloads available at our website. Check us out at http://www.93gamesstudio.com
Please feel free to email comments and questions to [email protected]
reserved. No part of this manual may be reproduced without the written permission of 93 Games Studio, except for brief excerpts for the purpose of reviews.
Game aids provided within this manual and online may be photocopied for personal use only.
Any mention of companies, organizations and products in these pages is not a challenge to the trademark or copyrights concerned.
Dedicated to all who seek only to aid
mankind in all their endeavors
Table of Contents
CHAPTER 1...1
THE NATURE OF REALITY...2
The Pendulum ...2
Factions and People ...4
So Now What? ...9
Support Materials ...9
CHAPTER 2...11
THE STEP GAME ENGINE...11
What is Role-playing?...12
The Swing ...12
Dice Needed...13
Terminology...13
In Character vs. Out of Character Terms...14
Difficulty Chart...14
Types of Dice Rolls ...15
Modifiers...16
Scan / Search ...17
Deception...17
Deception Detection ...17
For the Sages...18
CHAPTER 3...19
CHARACTER CREATION...19
Character Sheet Items...20
Character Creation...22
Lifestyle Paths...26
Civilian Careers ...33
Military Careers ...39
Gifts and Obstacles...41
Tangibles ...49
Combat Stats...50
Character Information...51
Example Character...53
In-Depth Character Analysis:...56
CHAPTER 4...57 SKILLS...57 Skill List ...58 CHAPTER 5...71 COMBAT...71 Combat Maps...72 Combat Sequence ...72 Combat Mode ...73 Combat Points ...73 Initiative...74 Movement ...75 Ranged Combat ...76
Close Quarters Combat ...80
Hand to Hand Combat...82
Special Maneuvers...84
Fear ...85
CHAPTER 6...87
WEAPONS...87
Weapon Types...88
Melee Weapon Cards...88
Ranged Weapon Cards ...89
Weapon Fire Modes...89
Damage...93 Explosives ...94 Weapon Readiness...94 Armor...94 Weapons List...95 CHAPTER 7...113
DAMAGE,DEATH &RECOVERY...113
Damage Application ...114 Damage Effects...115 Recovery ...116 Permanent Effects...117 Death ...118 CHAPTER 8...119 EQUIPMENT...119 Barter...120 Markets ...121
Goods & Services ...124
CHAPTER 9...135
CHARACTER PROGRESSION...135
Experience ...136
CHAPTER 10...139
WILL&REALITY...139
Reality...140 WILL...140 Magick ...141 Enlightenment...142 WILL Experience ...143 How to WILL ...144 Magickal Effects ...146
Lesser Banishing Ritual of the Pentagram ....146
True Magick...174
Introduction
The Swing, is based on the Thelemic principles of WILL and Love. One of the central groups is in
fact the OTO. The Magick system is based off of Aleister Crowley's vision of Magick (Magick is the
Science and Art of causing Change to occur in conformity with Will). The Swing deals with
Thelemic principles, as well as, other pagan cultures and as such the Magick system incorporates
ideas and principles from other “real world” Magickal systems (such as Wicca, Voodoo, Alchemy
and more).
The Swing is as detailed as possible in all aspects, characters, combat and Magick. By using The Step
System, The Swing offers a highly realistic system without adding a lot of number crunching.
Character creation is about defining well rounded believable characters. Combat is deadly, scary and
dangerous. The Magick system is freeform and encourages the players to use out of game
information. There is simple and easy to follow rules for bringing real world information into The
Swing for use as player characters.
The basic premise is that Reality is like the swing of a pendulum. Sometimes it swings in one
direction; sometimes it swings in the opposite direction. Sometimes reality is dragons and faeries,
sometimes it lasers and computers. The Swing is about making your game into what you want it to
be. The Swing is designed around the thought that a person’s WILL can shape reality. A character’s
WILL can shape the game, the world and all those within.
This game will not be about how many creatures you can kill, it’s about exploring the interaction
between the WILL and reality. The goal of all games is the have fun. Now you can anyway you
choose to.
So be prepared to join one of the factions seeking to aid mankind along its path to enlightenment or
evolution. Seek out hidden civilizations, reveal ancient secrets or discover what resides inside all of
man. Invent new technology, discover new drugs and therapies, or enjoy capitalism to its fullest.
Sincerely,
Chapter 1
The Nature of Reality
This is the really real world.
Cave in a Box
Alone here I stand
Alone here I am
Locked in a box with the key inside
No way in, one way out
Holes in the box let me see the world
A shadow on the wall it appears to me
Enslaved in chains away from the light
Chains not of steel, chains made of fear
Held back on my own, afraid to go on
Alone here I stand
W
hat is REALITY? Why is the world the way that it is? Can we change the way the world works? Science teaches us that no, Reality is static and unchangeable. Reality exists without the input of mankind; it existed before modern man and will exist once we have left this world. We can only hope to define it in terms of some formula that could then be harnessed to meet the goals and desires that we hold.Is that how it really is? No, Reality is dynamic!
Everything is about to change; everything you thought you knew about reality.
Reality is not some stagnant force which has stood unchanged since the dawn of time. Reality is not some concept so far removed from mankind that he has no grasp of it. No, Reality is created in the minds of those who experience it. Reality has and will change from time to time. In the past, Magick used to be common place, creatures that could be called mystical now were plentiful and Gods were not a matter of fiction.
Have you ever heard of the phrases:
Mind over matter It's all in your head Where there is a WILL there is a way
These are not just sentences with only a “make you feel better” meaning. Within them lies the key to all Reality. Reality, Divinity, Nature; these are not external to man. These are integral parts of our being. Reality is not something that exists to dictate to mankind how they will live, exist and die. Reality is a tool with which man
can dictate how he will live, exist and die. Like any tool, it can be changed when man deems it necessary.
Humanity, as a whole, is not the first to discover that reality exists only as a tool for those who can manipulate it, and chances are they will not be the last. Reality is whatever those who experience it wish it to be. It is this factor that has allowed great civilizations to rise, then fall and yet another to take its place. It is this reason why Religions often change like the river, never the same from one moment to the next, but yet still a river.
A prime example of how belief has changed Reality is Galileo. Prior to him the world actually WAS flat. It was the stir caused by the church that eventually shifted the truth. That incident created doubt, doubt created questions, questions produced answers. Never mind that the answers were technically wrong at time. Those answers created belief; belief reshaped the world, literally.
Subtly, mankind has always known this to be true, otherwise he would never have been able to accept change, nor could he have ever handled new beliefs. Now is not the time for subtly, now is the time for action.
The Pendulum
Reality is like the swing of a pendulum. Because Reality is shaped by those who live it, they have the ability to change what Reality is or is not.
The Course of the Swing
Without direct influence, the full movement of this swing in beliefs takes roughly about 500 years to go from one extreme to the next. When we find the “pendulum” dead center, it is the time for a new beginning, as the old ways are over. Momentum has, in the past, dictated in which way the swing would swing. However, now for the first time in history; mankind has the potential to conscientiously determine what REALITY will be; what will be true and what will not. Are we headed for the Sci-Fi movie world, maybe a dark and demented hell-on-earth world, or maybe a hippy, flower power world? It’s up to us to decide. In times like these, everything is in a state of change. Magick can once again appear. Creature's alien to the modern world can once more walk amongst its towering steel and concrete. Huge technological strides can be accomplished. All will be waiting to see in which direction the swing will take.
History of the Swing
Politically, much of the history of the swing happens to follow one thread. Whoever has had the power, determines the fate of the world. Until recently that power rested in the hands of the few, the wealthy, the pious, and the strong. The "Swing" can easily been seen from within the political arena.
Circa 0 CE, Rome had just become THE world power. It was a time of new beginnings. Old Civilizations were being destroyed and new ones rise to take their place. This was a time of uncertainty. The Swing is dead center.
Circa 250 CE, the height of the Roman Empire. The Empire has begun to collapse; Rome can no longer keep an emperor. Revolts happen in all parts of the Empire. Soon the Empire will split into two sections, the East and the West, and then fall. The Swing has reached an apex.
Circa 500 CE, Christianity had just become the religion of the state. Roman power has come to an end. The world began to purge itself of the knowledge of the past. The history of the world was being rewritten. The Swing is dead center.
Circa 750 CE, Charlemagne is born. He will unite the Frankish kingdoms and become the first Holy Roman Emperor, thus building the next great empire. Some might see this as the beginning, it is, just the beginning of the downfall. Oppression is the key to this period of time. The Swing has reached an apex.
Circa 1000 CE, the Crusades have begun. Mankind has setout to either defend the Holy City or take it by force, depending on your perspective. The Swing is dead center.
Circa 1250 CE, the Crusades have become nothing more than a get rich quick tour for European aristocrats. The Magna Carta was signed and has lessened the power of the crown. The plague is soon coming. The death and destruction that was the Crusades are over. This was a time to rebuild. The Swing has reached an apex.
Circa 1500 CE, the dark ages have come to a close. The Renaissance has begun. Man has begun to question the church. Is the world flat? Does the Sun revolve around the Earth? Man begins to define his world again, this time into a formula that he can duplicate easily. The Swing is dead center.
Circa 1750 CE, the British Empire has reached its height. Shortly here after the Empire will fall, much like
the Roman Empire did in antiquity. The Americans start a chain reaction that will dictate the future of the world. The Swing has reached an apex.
2000 CE, the church has lost its grip on man. Science has begun to play “GOD” now. Religion now tears the world apart, Jews against Muslims, Catholics against Protestants, etc. There is as much creation as there is destruction. Man has wrestled the power away from the few. The Swing is dead center.
January 1, 2000 CE
Enlightenment is now tangible for all of humanity. If only there were those individuals daring enough to show everyone the door. On the other hand, maybe mankind is not ready; maybe humanity needs a mother to watch out for it. Maybe it is time to throw caution to the winds and see where mankind lead themselves. So why is now any different than other times throughout history?
Besides the impending threat of Y2K, January 1, 2000 CE has another significant role to play in the fate of humanity. So many small incidents have formed the cobblestone path that lay before mankind. The fall of the Berlin Wall, McCarthyism, Pearl Harbor, the Lunar Landing, Mahatma Gandhi, the 60's and so many more. They all exist as examples of what a few individuals can do.
Gandhi was not a rich man nor did he have control of a vast army, yet he single handedly showed the world that one man can make a change.
With these incidents man now has the capacity to change the way the world thinks almost instantaneously. Unlike before when by the time knowledge had spread far enough to make a change, the Swing was in already full force and those opposed to it were stamped out of history.
• The media shapes our daily view of the world. Often our entire knowledge of a given event is based solely on the Medias portrayal. The media has the ability to span the globe instantly; at no other time in history could that be accomplished.
• The Internet is much like the media; however, it gives the ability to delivery anyone’s viewpoint, not just those expressed by one organization.
• Transportation is affordable and easy to obtain. Worldwide travel is taken for granted. People can now easily reach remote corners of the world where ancient knowledge awaits those who seek it.
• The right spokesperson can almost single handily cause a radical shift of the Swing. • Recent discoveries of once lost knowledge
have expanded our views of the world.
• Books are readily available around the world. Before, if there was something you wished to know, you either paid large fees to read the ONE copy or you went to see someone speak of such knowledge (getting their twist as well). • Education. Education. Education.
Factions and People
While not ridden with supernatural creatures, several of the more powerful "enlightened beings" have begun to awake from the centuries long self imposed rest. These individuals and groups wish to see the world and all within it grow and learn. Each of them has their own method which they feel is the best way for this to be achieved.
While these beings can hold considerable sway over people, several events that will assist in directing the "Swing of Reality", was solely of mans own doing:
• Fall of both the Berlin Wall and the Soviet Union
• 24 Hour News programming The Enlightened Ones
There are creatures whose WILL is so strong that they are no longer affected by society’s view on reality. These beings exist regardless of whether we believe in them or not.
Most civilizations have references to “Higher Beings”, Muslims call them Enlightened Masters, Victorian Era Secret Societies called them the Secret Chiefs, and in Judaism they were called the Tzadikim or righteous ones. However, enlightenment has not been limited to humans; ancient beings which predate mankind found enlightenment long before man had more than a two word vocabulary.
The nature of Enlightenment eliminates the human concepts of right or wrong and guilt. An Enlightened One only sees the path that they must follow. They perceive everything as merely a means to an end, an end which consists of "higher" purposes and lofty ideals. An Enlightened One would find the death of one individual so that 10 others might live as acceptable, since they do not believe the act would be murderous, only necessary. However, they would never allow the death of someone for reasons not related to the growth and development of mankind.
This view often makes them appear cold, but their emotions are directed at the global rather than the local. So while you may see the death of a friend, they see the lives of those saved and the lives that will be touched.
These beings have begun to influence several small bands of explorers, individuals and factions. These explorers, individuals and factions have begun the long process of shifting the "Swing of Reality" into "their" desired direction. What do they seek? ALL of them seek to aid mankind. Each camp is a description of their attitudes toward their "aid" towards mankind. They do not seek to control mankind, or the way in which man thinks, they only seek to ensure that humanity has the opportunity to earn enlightenment.
While they have seen fit to guide small groups of mankind, they have tended to stay out of political activities. They are all in agreement that mankind has a great propensity for achievement through conflict. During the Age of Enlightenment, these beings began to realize that the Scientific Age has an adverse effect of their existence. Humanity ceased believing in Immortal Beings, Magick and "fanciful" creatures. Because of this, the Enlightened Beings of the world found it extremely difficult to exist. They had to exert great control of their WILL to continue to interact with Humanity.
Around the early 1800's, they slowly began to disappear from this world. The first few simply grew too tired to fight and were erased from existence. The others, not wishing the same fate, decided to either create "pocket realms" where they could exist or found secluded chambers to rest, far from the interference of man, until it was possible to reenter the world of man.
The only ones not affected by this growing difficulty were those who remained Neutral. Since by their nature, they left humanity to its own devices, there was no conflict in their existence. They have always remained in seclusion, hidden from mankind's viewing and thoughts. It helped that those areas where they inhabited were also areas easily manipulated by their WILL.
The last creature that left the world of man did so in April 11, 1904. Thus began the Great Independence, a period of time when mankind was left to his own mechanisms. However, there was one who had been able to remain active. He also happens to be the last person to achieve enlightenment, Comte Saint-Germaine. The Count has been able to remain active in this world even though his contemporaries were either unable to or unwilling to. The reason that he has been able to remain active might be because he is the only one who is both a Mechanist and a Naturist. He believes that both can exist and are both necessary for mankind's survival.
The strain of existing in the world has begun to lessen and they are now free to roam amongst us again. Several of the most powerful Enlightened Ones have
already freed themselves from their self imposed exile, and only time will tell whether or not the others may return.
They are divided into three camps; the Naturists, the Mechanists and the Neutrals.
The Naturists
Philosophy: Teach man
to fish for himself.
Naturists believe in harmony with nature. That mankind is merely a tiny fraction of the puzzle. All action must be taken
in accordance to its impact upon the world. They believe in the use of Magick and it is through them that the New Age movement has come about. They abhor the by-products of technology and often attempt to sabotage efforts of the Mechanists.
Of all the Enlightened Ones, Naturists are the only ones likely to expose their true nature completely to the characters. Their whole goal is to show mankind the possibilities that reside within each of us. This does not mean that they we have full disclosure on day one; the human mind can be a fragile one.
Naturists are where you will find most mystical creature types. Humanoid Naturists will generally pose as religious types. This allows them to guide mankind both physically and mentally. Naturists are more likely to use persuasion than death in conversions. They believe all of humanity needs enlightening not just those they deem worthy of it.
Several Naturist directed events which have already unfolded:
• The Rise of Neo-Paganism and other alternative religions
• Holistic Healing Centers The Mechanists
Philosophy: Give man
fish so that he will not go hungry.
Mechanists are your typical lab rats. Better living through technology, is their motto. They
believe that mankind, as a whole, is not capable of exerting his WILL on the world. So they use their WILL to power technology that gives man the same
benefits as WILL. This puts them at odds with the Naturists, since any disbelief in their tools will cause them to cease functioning and leave mankind in a worse situation.
Mechanists are more likely to be involved in the “need to know” scenarios. Unfortunately their mere existence could work counter productive to their goals. It would be hard to try and explain how they have existed for millennia without the aid of apparent technology. The easiest Enlightened Ones to discuss are the Mechanists. They are your classic "Men in Black" (see the Men in Black section) type. They see their job as to keep their WILL in effect. It is their WILL combined with the static beliefs of humanity that keeps SCIENCE working. Mechanists are more likely to use deadly force as an expectable means to keeping reality as it is. Several Mechanist directed events which have already unfolded:
• Cloning of Dolly the Sheep • Personal Computers • The Internet The Neutrals
Philosophy: Let man
figure it out for himself. Neutrals are simply that, neutral. They believe that mankind should be allowed to decide their own fate. Magick or
Technology, they care not which one it is, they believe more in the Freedom of Choice. After all, they were all lower life forms once and they were able to transcend. They do not, however, sit on the sidelines. They may not be the proverbial monkey wrench, but they are the ones handing them out. Neutrals are the hardest to try to involve in a game directly. By their very nature, they are neutral to the whole human enlightenment issue. Those who remain Neutral are also the hardest to categorize. They can both be scientific and mystical types. Their philosophy is a live and let live belief. However, they have been known to interfere with both Naturists and Mechanists whom they believe have introduced to radical a change to the paradigm. A key example of this has been recently involving cloning. Contrary to belief, it was a Neutral who's WILL, even though not strong enough to stop cloning, was able to create inherent flaws within the process. Neutrals fear for mankind when he believes he has become A GOD.
Neutral directed interference has already unfolded: • Chernobyl nuclear reaction explosion • Faults in the Hubble telescope OTO (Ordo Templi Orientis)
While traveling in the East, Karl Kellner met several Enlightened Ones and an organization called the Hermetic Brotherhood of Light (The Great White Brotherhood). While in their company, he was instructed in specific magical practices. These beings served as Kellner's "Secret Chiefs" and would aid him in the creation of an order dedicated to assisting mankind. These beings had also aided others in the creation of "Secret Societies" (Blavatsky, Randolph, Mathers, etc.). Years later, after returning to Germany, Karl Kellner founded the Ordo Templi Orientis (the Order of Oriental Templars, or Order of the Temple of the East).
The Order was created with the purpose of the advancement of mankind in Wisdom, Understanding, Knowledge, and Power. Because many early members of the O.T.O. were also members of other "secret societies" the O.T.O. gained access to a wealth of knowledge and served as a centralized repository for information both theoretical and practical.
Here is a small list of those organizations whose body of knowledge was transferred to the O.T.O.:
• The Gnostic Catholic Church.
• The Order of the Knights of the Holy Ghost. • The Order of the Illuminati.
• The Order of the Knights of Malta.
• The Order of the Knights of the Holy Sepulchre.
• The Rosicrucian Order.
• The Holy Order of Rose Croix of Heredom. • The Ancient and Accepted Scottish Rite of
Masonry
• The Swedenborgian Rite of Masonry. • The Order of the Martinists.
• The Hermetic Brotherhood of Light. • The Golden Dawn
• And many more
Between April 8th and April 10th, 1904, Aleister Crowley, who was not yet a member of the O.T.O., received Liber AL vel Legis (The Book of the Law). The Book was transmitted to Crowley through an Enlightened Being known to him as Aiwass. The Book is both a lesson in history and a portal into the future. The Book proclaims the Aeon of Horus and the Law.
The Aeon of Horus, unlike the two previous Aeons (Isis and Osiris), is neither matriarchal nor patriarchal. Rather than being ruled by a parental figure, now is the time for growth, to stop being children and think for ourselves. This Aeon is characterized by the Crowned and Conquering Child, Horus. The word of the law is Thelema (Thelema is Greek for Will). Not fully understanding the ramifications of this great work, Crowley stored it away and continued about his other workings.
In 1912 Crowley joined the O.T.O. and quickly moved up the ranks. In 1922, Crowley assumed the leadership of the Order, as Outer Head of the Order. It is at this time that Crowley released The Book of the Law unto the world. The Order is then transformed into a Thelemic Order. As with the Hellfire Club of ages past, "Do what thou wilt" becomes the motto of the newly reformed organization. This law should not be misunderstood as granting a license to indulge one's every passing whim, but rather as a mandate to discover and accomplish one's True Will.
The structure of the O.T.O., like that of Freemasonry and the ancient mystery schools, is based on a graded series of initiations, or degrees. In these Degrees, the O.T.O. seeks to instruct the individual by allegory and symbolism in the profound mysteries of existence, and thereby assist each to discover his or her own true nature. The introductory Degrees of the O.T.O. progressively activate the psychic body of the Initiate. Every man and woman of full age (18 years), free, and of good report, has a right to these introductory degrees of the O.T.O.
Since the turn of the century the O.T.O. has existed to advance mankind to the next level of being. Now based in the US, it continues to this day to strive towards that goal. By the late 90's the "Secret Chiefs" have begun to return to guide their only surviving society, the O.T.O. Their first order of business has been to cleanse the Order of the unfaithful and wicked. Once consolidated into dedicated Unity they will begin the process of "reawaking" others. These "others" are both other Enlightened Ones and mankind himself.
Men in Black
There has existed throughout the ages an organization that has at its heart the idea that mankind can not be trusted with the responsibility of emotional, spiritual and mental growth. That mankind must be coddled as a child. This agency works for no government, nor for any
private group, although it has been known to employ them to reach its own goals.
Whenever something arises that threatens to show humanity the potential it holds, reveals universal secrets or exposes ideas and concepts long thought to be impossible, they arrive to "spin" the incident to their own mechanisms. Sometimes they use threats, sometimes they just plant doubt, and sometimes it becomes necessary to eliminate the threat to their blueprint completely. Throughout history they have been given many names (although not as original as one would have thought):
• Native Americans had the "Black Man". • During Elizabethan England they were called
"Black Men".
• In the late Nineteenth Century they appeared as traveling salesmen.
• In the mid Twentieth Century they appeared as the "Men in Black" of UFO conspiracies and cover-ups.
People have come up with many theories as to who the Men in Black really are
• Some think that they are government agents. • Some think that they are alien agents.
• Some think they aren't alive at all - crude replicas or disguises animated by energy reserves that run low quickly.
What do they want? What are their motives? Who is behind them?
The Men in Black work for the Black Lodge or sometimes called the Black Brotherhood. The Inner Circle of the Black Brotherhood is composed of 7 Enlightened Mechanists. Only one master is known to the organization at any given time though, as each of them rotates the position every 20 years. This illuminates a flaw with the Mechanists, if it were known that they exist it could actually fuel the Naturists cause. The current head is Quidonnian; he has only recently begun this post. He holds this position simply because he was the first to return.
Contrary to their actions, they do not seek to harm mankind nor destroy what has been built. They only seek to ensure the survival of mankind. They are pure Mechanists at heart.
During the Great Independence, the Lodge was non-existent and the Men in Black operated per the orders of their mortal leaders. These leaders, at first held the agency to its high ideals. However, when the first batch of management that came into power without the Black
"Every man and every woman is a star." – The
Lodges guidance, the agency was soon twisted into a political tool.
It was not until the late 70's, when several documents were discovered that revealed the true path of the agency and the last of the twentieth century brought with it a withdrawal of the agents from the matters of man. When Quidonnian returned, the agency was more than receptive to his interjections.
The Men in Black have once again begun to "interfere" with unnatural activities. Their first target has been selected as the New Age movement. They themselves have been publishing all kinds of materials. These materials not only are filled with lies, but directly contradict legitimate work. Their other favorite tactic is to infiltrate local groups and aid in their own self destruction by spreading FUD (fear, uncertainty and doubt) amongst its members.
Quidonnian has devoted a small amount of the agencies resources to directly fight those who seek to influence "The Swing". To this end he has created several small groups of Fixers. Fixer groups consist of 5-7 members, each with their own specialties (usually Combat, Languages, Archeology, Occult, Transportation, and Diplomacy). These teams operate outside the normal channels and are generally unknown even to other Men in Black. Quidonnian has given these Fixer Teams the license to kill if necessary.
Government Agencies
Governments have long been the area of the Neutrals. They have seen to it that man can direct his own political boundaries without interference. Whether it be the Food and Drug Administration (FDA) keeping mind control products off the shelf, to the Department of the Interior keeping certain "historical" sites (those
areas which hold the truth about mankind's past) hidden and off limits to the general populous.
However, the governmental agency of most importance to the Neutrals is the United States National Archives and Records Administration (NARA).
The NARA was founded by Comte Saint-Germaine as a method to show mankind that there existed ideas and actions which were of his own doings. This was not done to humiliate man by recounting his misdeeds, but to uplift him by showing the lengths to which man will go to protect freedom, to protect others and uphold societies where people are not property.
Not all of the records in the archives are free from censorship though. Some records (especially those pertaining to Naturist or Mechanist Machiavellian schemes) have been edited to reveal a human hand at the helm. It is hard to tell if Comte Saint-Germaine really wants to maintain evidence of humanities history or conceal that of his brethren.
Comte Saint-Germaine has personally overseen the operation of NARA since its inception. He has operated under different aliases, but always it was him. He has been evaluating the effectiveness of mass media for some time now. He has yet to decide how best to use it, but he has already put into place the necessary
"The National Archives is not a dusty hoard of ancient history. It is a public trust on which our democracy depends. It enables people to inspect for themselves the record of what government has done. It enables officials and agencies to review their actions and helps citizens hold them accountable." - NARA Website
components that would grant him access to these mediums.
So Now What?
The world is essentially the same as it is outside of the game. Prior to now, all of the big moments in history were all from mans doing, the Enlightened Ones were content to simply give a nudge here or there. Therefore, in game history has followed out of game history almost identically.
However, this is not a hard and fast rule. While The Swing is not a generic world, it can be heavily modified to fit with everyone’s playing preferences. If you do not want Magick, do not play with it. The same goes for almost any aspect of this game. Have fun is the leading principle which should guide all decisions.
Direct the Swing
So then what is the purpose of this game? Due to the end of the Great Independence, Enlightened Ones have decided that now is the time to act, not only for mankind but for each other. The long period of dormancy was not pleasant by any standards. They long to be able to walk amongst mortals, to read from the greatest libraries of man, to eat the most delicious foods, to drink the sweetest wines. Even the Mechanists do not want to witness another period of solitude.
Each faction seeks three things
• A way to avoid a retraction from mortal society again.
• To influence "the swing". Unlike other periods of history in which they only provided subtle influence through the direction of mortals, they now wish to provide more direct control. If for no other reason than to avoid a retraction from mortal society again.
• To aid mankind towards enlightenment. But what happens next is totally up to you. Story Ideas
This game is geared mainly toward Naturists (Mechanists and Neutrals will be featured later).
• The Players work for a Naturist
• The Players travel the world seeking lost artifacts and documents which will aid in revealing the True Nature of Reality to Mankind
• The Players are hired to investigate strange events
• Quest Materials (as a Tangible) are an easy way to gather the players for a common cause. Simply give each player 1 piece of the puzzle. Together they can lead to an artifact, a spell, an Enlightened One, etc.
• Magickal Events are also good as story hooks, events can all be linked and maybe the players are being chased by MIB's or some other faction that wishes to keep them silent.
The main goal for any Naturist is to aid mankind into Enlightenment. Any players working for that faction should have that at least as a secondary goal.
Or join one of the other factions seeking to aid mankind along its path to enlightenment or evolution. Seek out hidden civilizations, reveal ancient secrets or discover what resides inside all men, invent new technology, discover new drugs and therapies, or enjoy capitalism to its fullest. The world is open to those with strong WILLs.
Support Materials
Here are some additional sources for more information regarding "The Swing" and its atmosphere. All of these are good examples of worlds that are "influenced" by those who experience it, as well as, just plain good information.
Film
• Star Wars
• Big Trouble in Little China • Reign of Fire
• The Matrix
• Planet of the Apes (The Original) • Lara Croft - Tomb Raider • The Craft
Author’s Note: I thought I would include a little bit
about how I personally run a game of The Swing. My group is working for an Enlightened One (they do not know it yet) who has hired them to globe trot and recover lost artifacts. As they do this, they have become more and more aware of how Reality truly is and are beginning to realize their potential. This also has allowed us to explore other options without switching games; combat, politics and interesting personal interactions.
Note: Players and Sages are encouraged to bring out
of game information into it. Use the sources available to you to improve your gaming experience, whether it is news articles, sales papers, non-fiction books, etc; the world in game is identical to the out of game world (if you want it to be).
• Highlander • House
• My Science Project • The Mask
• The Invisible Man (The Original)
• The Adventure of Buckaroo Banzia Across the 8th Dimension Books • Alice in Wonderland Lewis Carroll • Chronicles of Narnia C. S. Lewis • The Dark Tower Series Stephen King • American Gods
Neil Gaiman • The Book of the Law Aleister Crowley • The Magick of Thelema
Lon Milo Duquette • Magick without Tears Aleister Crowley • The Secret Cipher of the UFOnuats Allen H. Greenfield Philosophers • Immanuel Kant • Plato • David Hume • Carl Jung • John Dewey • Xenophanes of Colophon • B F Skinner Internet
• United States Government
http://www.firstgov.gov
• United States National Archives and Record Administration
http://www.archives.gov
• U.S. Grand Lodge, Ordo Templi Orientis
http://www.oto-usa.org
• The Church of the Grey
http://www.churchofthegrey.com
• Illuminati Conspiracy Archive
http://www.conspiracyarchive.com
• Ancient Mystical Order Rosae Crucis
http://www.rosicrusian.org
• Ontario Consultants on Religious Tolerance
http://www.religioustolerance.org
• Graphical Timelines of the World
http://www.timelines.info
• Google Search Engine
http://www.google.com
• Internet Sacred Text Archive
http://www.sacred-texts.com Music For Naturists • Clannad • Enya • Native American For Mechanists
• Nine Inch Nails • Henry Rollins • The Cure For Neutrals • Rachmaninov • Vivaldi • Carmina Burana
Chapter 2
The Step Game Engine
The Rules and Laws.
Dog
Doggy, doggy where’s your bone?
Did you leave it all alone?
Someone took it, hid it too.
Snuck and stole with no clue
Find it, hunt and look around
Look until the thief is found
Find the man that has your bone
Bite his legs and make him moan
Make him hope his life’s not long
Then he’ll know that stealing is wrong.
T
he Step Game Engine is the system used in "The Swing" to resolve task that involve an outcome of multiple possibilities.What is Role-playing?
Remember when you played Luke, your best bud was Beau and the picnic table was the General Lee? Well that's role-playing in a nutshell.
Unlike traditional board games where the goal is to score the most points, or finish first or gain the most money, the one goal of all role-playing is FUN. This book is only a set of rules to be used while role-playing. Role-playing comes from the interaction between the players through their characters.
To role-play, is to use these sets of rules and "act out" unscripted scenarios. These scenarios will have situations in them where the outcome is in question. It is during these times that the rules system will be used to determine whether the outcome was favorable or not. Multiple scenarios will compose an entire adventure. Role-playing is a play without the script or ending for that matter. Players don the persona of the characters in the game. They act out aloud as if they were the characters themselves, doing what they would do (within expectable limits), they speak as they would speak and think as they would think, all of this to tell a story. What makes a good role-playing session? Role-playing is a mixture of playing pretend, acting, suspense and chaos Playing pretend is something every role-player has to be able to do. You may not have to act nor speak well, but you had better have a good sense of pretend. If you no other reason than to have the common sense to realize that this whole experience is only a game and not something to try in the real world. But also, one has to pretend during certain moments of each session, such as:
• when the dragon just entered the chamber that you and your friends were about to plunder • or when your character does not know what
you know (called out of character knowledge) • or when your character is talking to a female but
that character is played by a male
Acting is not 100% necessary, but it is an aspect that is intended to exist. And to some degree everyone acts, while not on a level equal to Shakespeare, but they act none the less. Some people are matter of fact: (to the Sage) I tell Günter that I will meet him later and some people should receive an Oscar: (to the player actually says) Günter, alas we must part, but on the morrow we shall meet once more.
Suspense is essential in a good game; the ending should always be in doubt. Even in table top games, they are not fun if the same person wins every time. When role-playing you are writing your script as you progress and you do not know what will come next. It is this suspense that helps to keep the game entertaining and overall that is the most important factor (entertainment that is).
Why chaos? This goes hand in hand with suspense. Not everything in the real world is perfect; actually one would be hard pressed to find something that is. Remember the saying "the best laid plans of mice and men..."? No matter what we plan to do (this is the same for both the Sage and the players) there is always something that can go wrong or right for that matter. The best advice to novice players is to relax and enjoy the moment; role-playing is not about perfection it is about FUN.
The Swing
The Swing is a game designed to explore the nature of reality through role-play and adventure. While playing this game, you will be able test the limits of imagination, reality and themselves.
In The Swing, you will play characters that eventually will work for one of the various factions or break out on your own. During this time you will come to learn what reality is and how mankind interacts with it.
The Step Game Engine that is used in "The Swing" is designed to be universal. So you could play out any of a million different facets of "The Swing" or create your own. By using the Step Game Engine, any numbers of game types are available. By removing WILL and theories of Enlightenment, one could play in a strictly modern venue, or even as modern military. By altering the timeline may even set your game in the future or the past.
The Swing and its setting are merely one use of the Step Game Engine.
Dice Needed
To gain a wide distribution of values just about all types of dice will be needed for this game. The list follows:
D4 – 4 Sided D6 – 6 Sided D8 – 8 Sided D10 - 10 Sided D12 - 12 Sided D20 - 20 Sided
Terminology
This section deals with language that is specific to this game. Some of the following terms have similar meanings in other game systems; however, others have different meanings/uses.
Archetypes describe a character's personal motivation. Their actions should coincide with their Archetype. Questioners should never leave something unanswered; protectors should never back down, etc. Why are you with the party? Why do you seek knowledge? What do you plan to do with knowledge? Attributes describe the physical, mental, social and sensory qualities of a character.
Bonus Steps lower the target difficulty one or more steps on the difficulty chart for a dice roll.
Careers are the jobs that the characters possess. Money is not necessarily the objective for a characters careers, it could be their role within the party.
Character Class is a broad description of a characters profession, i.e. soldier, scientist, occultist, etc. This is used to give some sort of guidance to the characters progression. Naturally an occultist would not start taking soldier careers without some reasonable explanation.
Close Quarters Combat is a general description of a form of combat which takes place within melee or Hand-to-Hand reach.
Combat Points are used to determine how many actions/reactions a character can perform during any given round. Combat Points are divided into Action and Reaction points during combat.
Cover is the use of materials to provide an obscuring line of sight and assists in blocking ranged attacks. Walls are an example of providing cover against a machine gun attack; as they both hide the target and stop the bullets.
Concealment is the use of materials to provide an obscuring line of sight but do not block ranged combat. Hiding behind a bush would provide concealment against a machine gun as it hides the target from sight but does not stop the bullets from hitting the target.
Die Code represents the numerical quality of the attributes. The die codes range from a D4 to 2D10, low to high.
Career Experience Level represents the amount of experience in a particular career. Your experience level will add a bonus to the skills listed for such career.
Experience Points are a marker used to represent a characters growth in skills and careers. Experience Points are used only to represent how far along a character is in regards to increasing their level or skills. Fatigue Points are the amount of energy that a character possesses. Every action a character takes drains energy away.
Fear is a game mechanic for keeping players from making choices that their characters would never make. Gifts are positive non-tangible aspects of characters that are brought on by experience. These are the things that shape and mold a person’s character and usually stay with someone for life (toughness, attractiveness, bravery, etc.)
Hand-to-Hand (HTH) is a type of combat that is between characters that involves only the use of body parts.
Initiative refers to a system of determining in which order characters will act during combat.
Magickal Theory is a person’s belief in reality. This will place a limit on the characters personal growth when it comes to Magick. For some people this may be right in line with their characters. Yet, others will see this as something to overcome.
Obstacles are negative non-tangible aspects of characters that are brought on by experience. These are the things that shape and mold a person’s character and usually stay with someone for life (disability, obsession, allergies, etc.)
Penalty Steps raise the target difficulty one or more steps on the difficulty chart for a dice roll.
Ranged Combat is a general description of a form of combat in which neither the attacker nor the target of the attack are within physical reach of each other. Sage is the person who runs the game, they will direct the flow of the game, control NPC’s and will know all the secrets to the universe.
Skills are actions, knowledge's and abilities that a character possesses.
Tangibles are material aspects of characters that are brought on by experience. They are the physical items that a character collects throughout their life (books, money, friends, etc.)
Wound Points are an amount of damage that a character can sustain. Wound Points are further divided into Wounds, Severe Wounds and Deadly Wounds. WILL is the quantitative representation of how much control the character has over reality. The higher the WILL the more a character can alter their reality.
WILL Rating of an area represents an areas innate ability to resist change to its reality.
In Character vs. Out of
Character Terms
Some terms that are used for this game are solely out-of-character terms. That is, they are terms only to help describe the game but would never be discussed by characters in the game.
An example of this would be Experience Levels. Experience Levels are a way for players to differentiate between experienced and non-experienced character. Another type of out-of-character term would be where
An example of this would be Magickal Theory. Characters can certainly have theories regarding Magick; however, one would never say ‘my Magickal theory is God/Goddess.’ The character would simply say that their belief is that all Magick and such is invoked/evoked from a God or Goddess type.
The Swing is an in-character term; however, it is reserved for only those who are aware of it.
Reality
Reality has both in-character and out-of-character meanings, sometimes these meanings may contradict each other.
Now at some point in reading this manual you might ask yourself, why, if Reality can change based on what we as characters WILL, are we bound by certain “static” beliefs? The quick and dirty answer is you are not. However, as starting characters you are not yet capable of understanding this. The will be a difference between player knowledge and character knowledge.
At times you will see written that something IS a CERTAIN way, or that the world is THIS way, or that a Gift must come with an Obstacle. These are only true in much the same way that Reality is static for most of the population.
This game like Reality can change based upon the WILL of those who play it. Do not believe that anything in this game is written in stone, for if it were then Reality could never be changed. On the other side of that, starting characters are just a smidgen above your normal mundane human. They have the same beliefs, and are tied to the same limits as everyone has imposed upon themselves. Change takes place after understanding. If the characters wish for something that is contrary to listed rules, set it up as a WILL issue. Here is an example, if characters feel they no longer need the Obstacles then have them WILL them gone. This should not be an easy process, but should be one that the characters could attempt. Remember society believes that you do not get anything for free; you have to take the bad with the good.
Difficulty Chart
Difficulty numbers range from 4 to 44. At each level the Sage has the capacity to fluctuate within that range. Basically this adds a level of modification that cannot be added through listed means (small fluctuations in the wind or hair getting in the way). Most Sages can stay with the lower edge numbers for simplicity sake.
The difficulty can never be lower than 4 or greater than 44.
Range Level 4 – 7 Auto 8 – 11 Very Easy 12 – 15 Easy 16 – 19 Normal 20 – 23 Extended 24 – 27 Hard 28 – 31 Very Hard 32 – 35 Difficult 36 – 39 Very Difficult 40 - 44 Impossible
Types of Dice Rolls
In this game, chance and skill are both represented by the randomness of the dice rolls. Skills possessed by the character aid in lowering the chance factor
Uncontested Skill Rolls
At times a character is pitted only against the task at hand and the pressure of success. An example would be picking a lock. There is no one opposing the character just their ability to perform the task, the difficulty of the task and the pressure.
Contested Skill Rolls
Sometimes characters are pitted against one another in a contest of ability. This type of situation arises when two or more characters are using skills that counter each other; such as dodge and firearms, or hide and perception check.
Untrained Skill Rolls
A character does not necessarily have to be trained in a skill in order to attempt the skill. All characters should have an attempt at such a skill roll. Some skills are more difficult than others to use untrained. Skills used untrained also can either be uncontested or contested. Attribute Checks
There are tasks which have no related skills, such as, determining if you have broken a bone when you fall or remembering a phone number. For these actions, a character would need to check with the governing attribute group, such as physical and mental as in the previous example.
Skill Usage
We will delve further into the use of skills, their difficulties and repercussions in this chapter, as opposed to that which was discussed in Chapter 2.
Each skill has two attributes that govern its use. These two attributes make up the dice pool for the skill. Any bonuses or penalties to either attribute apply to the use of that skill, as well. When making a skill roll, the
character rolls the dice for each attribute adding them together, and then adds to that total the level in the skill itself. This gives to player his total dice roll.
Example
Trained
Firearms = Dexterity & Perception Firearms Skill Level = 3
Dexterity = 2D6 Perception = D10
Then the Skill Check is: 2D6 + D10 +3
Attribute Checks
Sometimes there are tasks that have no related skills, such as, determining if you have broken a bone when you fall or to remember a phone number.
At times like these the Sage will determine the appropriate starting difficulty of the task and the affected attribute group. The starting difficulty for all skill uses is a 16 (normal), and then situational modifiers are added or subtracted to determine the final difficulty.
The character rolls the appropriate dice for the attribute group (a combination of dice from both attributes in the group ;) in question and if his roll is greater than or equal to the difficulty he succeeds, if his roll is lower he fails.
• Sensory check: Perception + Intuition • Physical check: Strength + Dexterity • Mental check: Intelligence + Wits • Social check: Attitude + Charisma Uncontested Skill Rolls
At times a character is pitted only against the task at hand and the pressure of success. An example would be picking a lock. There is no one opposing the character just his skill, the difficulty of the task and the pressure. There will be situations like this in the game. At times like these that the Sage will determine the appropriate starting difficulty of the task. The starting difficulty for all skill uses is a 16 (Normal). Then situational modifiers are added or subtracted from the level of difficulty to determine the final difficulty.
The character rolls the dice for the appropriate skill and if his roll is greater than or equal to the difficulty he succeeds, if his roll is lower he fails.
Contested Skill Rolls
The last skill check is one where character is pitted against character. Here you have two tasks at hand.
1. Succeed at the task
The reason one must also list succeed at the task is that the two opposing skills can have completely different difficulties. Have you ever seen two people in a fight and one guy missed the punch but the other guy missed the block? Obviously if both miss, both simply miss (in combat it means an attack fails, it does not alleviate either party from collateral damage [damage taken from the act itself]).
The starting difficulty for all skill uses is a 16 (Normal), then static and situational modifiers are added or subtracted to determine the final difficulty. More then likely both sides will have different target numbers to meet; one may be throwing a basic punch while the other is executing a complicated Aikido maneuver to throw the other after the punch). First you must determine who has succeeded at their task. If only one has succeeded, it is his task that will be acted on. If both succeed, it is the one with the higher total that wins. The loser’s action is negated and his CP’s are spent as if the action were successful.
Untrained Skill Rolls
A character does not necessarily have to be trained in a skill in order to attempt the skill. All characters should have an attempt at such a skill roll, as dumb luck might assist them. Some skills however are harder at than others to use untrained.
Skills that are used without training have a beginning Difficulty 24 (Hard) instead of the normal starting Difficulty of 16 (Normal). This can then be modified as per normal rules.
Skills listed as Specialist Skills also have a starting Difficulty of 24 (Hard); however, their final difficulty cannot be lower than a 24 (Hard). If the situational modifiers lower it less than 24 (Hard), then it remains a 24 (Hard).
Combined Skill Uses
Sometimes it becomes necessary to act in concert to accomplish a task. Most of the time it will never hurt to have a little help from your friends. Sometimes it might though.
If someone is present with the Leadership Skill, then they can attempt an Uncontested Skill test versus a difficulty of 16 (Normal). If they are successful then they may add the total of their skill roll for the task (not the Leadership Roll) and 1/4 (one quarter) of the roll from everyone else involved.
The leader can try and rally his helpers more by attempting an Uncontested Skill test versus a difficulty of 24 (Hard). Because the Leader must only act as a leader, if they are successful then only add 1/2 of the roll from everyone else involved.
If the leader fails their Leadership Skill Roll or no one possesses the Leadership Skill, then only add 1/4 of the roll from everyone else involved.
Modifiers
Modifiers are bonuses or penalties imposed upon a character by one of two methods.
Situational Modifiers: modifiers that are caused by the situation at hand (such as wind, distractions, combat, etc.). These modifiers affect the total difficulty of the task being attempted. These modifiers are erased as soon as the task is accomplished or the situation changes.
Each level of modification increases or decreases the difficulty level by the amount of modifier.
Example
Starting difficulty is 16 (Normal) a -2 Step Penalty Modifier is imposed, making the final difficulty 24 (Hard)
Static Modifiers: modifiers were caused by some past event and have produced a lingering affect on the character (ex; damage from attacks). These modifiers may not actually be static; they may reduce over time. These modifiers are applied to the attributes themselves and remain in affect until dissipated.
Each level of modification increases or decreases the attribute die code by the amount of modifier (we will discuss the die code chart in Chapter 3)
Example
If an Attribute is normally D12, a –2 Die Code Modifier would make the effective Attribute Die Code 2D4.
Daily Modifier (This is an optional rule) One form of Static Modifier is the Daily Modifier. This is a modifier applied to characters on a daily basis. This represents the fluctuations that we all go through daily. Recalculate everything based on that day's modifier. Roll Percentiles (D100) for each attribute everyday in the game the results are applied as follows
Dice Roll Daily Attribute Modifier
1 – 5 -2 Die Code
6 - 10 -1 Die Code
11 – 90 No Modifier
91 – 95 +1 Die Code
96 - 00 +2 Die Code
Skill Modifiers Example
Situational Modifiers = -2 Step Penalty, +3 Step Bonus Trained
Starting Difficulty = 16 (Normal) Final Difficulty = 12 (Easy) Untrained
Starting Difficulty = 24(Hard) Final Difficulty = 20 (Extended) Untrained Specialist Skill Starting Difficulty = 24 (Hard) Final Difficulty = 24 (Hard)
Scan / Search
While not a true skill in its own right, this is just the best place to address scan (also called search). The scan an area or search for something, a character makes a Sensory Check against a Difficulty of 16 (Normal). Apply any and all possible modifiers, especially if done during combat.
The difference between searching for something and scanning for something is that scanning is performed during a combat round. Searches take 10 minutes per attempt and scans cost 10 CP per attempt. The CP cost for scans can be spread over several rounds, however, if at anytime the character must make another action (such as dodge) then the CP's spent so far are lost and the attempt fails.
Deception
Deception has been given its own heading here, simply because deception will work in a very special way. Deception Usage
In order to deceive, a person must know something about the subject that they are lying about. Thus the skill use for subterfuge will be the skill governing the topic at hand + Charisma + Attitude.
Example
If a character is trying to deceive someone into believing they will go to jail for spitting on the sidewalk, then they will use the Career: Law skill.
Deception = Skill + Charisma + Attitude
If the deceiver does not possess the skill relating to the deception, then it is to be attempted as an untrained skill usage. It is harder to lie about something if you do not know what it is you are talking about.
There will be times when there is no governing skill, such as trying to deceive a security guard into believing that you work at his company. This would then be handled by a “Social Attribute Check”. All attempts at deception that have no associated skill are achieved with a successful “Social Attribute Check”.
The starting difficulty for Deception attempts are 16 (Normal).
Deception Detection
Detection works in much the same way that usage works. In order to detect a deception attempt, the character must use the same skill in question or an equally qualifying skill + Perception and Intuition.
Deception Detection = Skill + Perception + Intuition
If the deceived does not possess the skill relating to the deception, then the detection is attempted as an untrained skill usage. Most people, when baffled with BS, do not attempt to refute it.
If the deceiver used only a “Social Attribute Check” to deceive, then the deceived must make a “Social Attribute Check” to detect it. This is to see if they are susceptible to the deceiver’s charms.
If the detection attempt is successful, then the deceived can either choose to play along or confront their deceiver. Remember this is an attempt to detect a lie, the deceiver has no knowledge that his lie was successful or not, except for the actions of the deceived.
The starting difficulty for all Deception Detections is 16 (normal).
For the Sages
This game is both like other game systems out there and not like any other game system out there. As a role-playing game it is like all other role-role-playing games on the market today. You role-play, roll dice, have character sheets and have fun. But unlike other systems, The Swing is designed to grow and change by the interactions of those who play in it.
You and your players can decide how the world works, what is real and what is not; you may even change is at a later date. The system is designed for change, you will not have to redesign the game just because now everyone wants to play sci-fi instead of medieval.
As the Sage, it is your job to make sure that the game runs smoothly, the rules are followed, play a multitude of roles (from the bad guys to Fred the fish market salesman), and make sure everyone enjoys themselves, including yourself.
Luckily, because the world is shaped by those who experience it, you'll job will be assisted by the players in YOUR game. Be ready for change, be ready to modify the rules, be ready for almost anything.
Tips
Hopefully this will not be your first time "running" a game. But if it is, here are some things that might help your sessions run smoother:
• Roll your dice behind a screen.
o Sometimes it is not important what the dice totals are, fudging is ok for Sages. As long as it works better for the game.
o Never use this as an excuse to get revenge on a player.
• Your rulings do not have to be universal. o There could be a reason the players do
not know, why something works differently here and not everywhere. o Good example would be an
Enlightened One is watching and altering things himself.
• Be prepared
o Games might go longer, players might get further, bad guys can lose faster than you might have prepared. Be ready for something else.
o Always have filler material available for side adventures just in case.
• Keep track of events that are happening, even when the players are not involved.
o The bad guys might have a timetable and can be ahead or behind.
o This can effect the players timetable o Or, if your group can not seem to ever
get going, letting them know somehow the bad guys are ahead of schedule, just get them to do something.
• Control with an iron fist.
o Do not let everyone speak at the same time.
o Do not let players play out-of-character knowledge.
o Be diligent about cheating. • Remember to have fun.
• Stock up on soda and chips.
• It helps to use ordering pizza as an excuse to take a break.
Problem Players
However, because of the dynamic style of this system, the Sage's job will be a difficult one. Inevitably you will have someone who wants to WILL themselves to be a GOD or time travel or WILL every bad guy dead, or some other cheese. While the system technically allows for these situations, it also allows for their easy failure. As players try to "break" the system, simply remember that no matter how powerful they think they are, no matter what odds they have overcame in the past, no matter who they have killed, they are only small fish in the sea. Every other Enlightened One out there, no matter what faction they side with, all will make sure that humanity is not harmed. If a player begins to damage YOUR system too much; simply invoke the "Powers That Be" clause. That means that their actions are being deliberately counteracted by all those other agents of humanity. Their attempt at time travel fails, their ascension to godhood fails, the bad guys are still alive and they have now gained the enmity of powerful beings. They may not particularly enjoy this, but that's how the character should feel as well. Their plans were thwarted, they should not like it. It is then up to you as Sage and the other players to work together. Situations like these do not happen overnight; they are developed, cuddled and incubated for months, even years. What went wrong, is it the story, the Sage or the Players?
Remember games do not break in a moment; they are broken only after repeated attempts.
Chapter 3
Character Creation
Design your own persona to play.
Frog Sonnet
I have a pond in my backyard
That had a talking frog.
He sang a sonnet everyday
To my neighbors dog.
They love each other, so it seemed
Even though it’s wrong.
For a union of this odd sort
To go on very long.
One day this frog came up and said
“I think our love is true
we need to marry really soon
before her pups are due.”
So their marriage day was met
And the two were wed.
And soon the pups were born to them
Four legs, one tail and head.
All were healthy and content
The parents were so proud.
Each had four long leaping legs
T
o play this game everyone will need to have a character. This process will be very similar to other game systems; first you need attributes, then game related statistics (hit points, saving throws, etc.), skills and finally defining characteristics (background, special abilities, etc.).Character Sheet Items
These are the following items that you will find on your characters information sheet (normally referred to as a character sheet).
Attributes
Attributes represent the qualities of your character that govern everything that they do; from talking to others, to firing weapons, to spatial awareness.
Combat Stats
Combat stats represent your characters combat abilities. They range from how many actions your character may take during a combat round, to how much damage your character can withstand.
Character Information
Character Information is the very basic background information about your character. This is the very basic quick information that is routinely needed or used to give reminders for acting in-character. Character Information is split between the top and bottom of the sheet.
Character Sketch
The character sketch is used to give an idea not only of what your character looks like, but also how they normally dress and what they carry.
Skills List
This is the list of skills that your character possesses. Each skill offers an area to list which attribute cover that skill (in normal use) and the dice rolls that are needed for use of that skill.
The Back Side of the Sheet
The Back Side of the character sheet is used to keep track of none essential items. This includes the gear owned by the character, experience points and levels, and in depth background history. You may use the included Back Side or you may use one of your own creating (this can also apply to the Front Side of the Character Sheet).
Attributes Defined
As described above, your characters Attributes are the qualities of your character that govern everything that they do; from talking to others, to firing weapons, to spatial awareness. Your 8 attributes are broken into 4 groups.
Attribute Group Attributes
Strength Physical Dexterity Wits Mental Intelligence Attitude Social Charisma Perception Sensory Intuition
Strength is a measure of a characters muscle and physical power. It governs how much weight a character can lift, how much he can push, how far he can throw an object and how hard he can hit something. Strength is also used to determine how much physical punishment a character can withstand; from endurance to damage. Dexterity is a measure of the characters reflexes. Dexterity governs hand-eye coordination, balance, reflexes and accuracy. A characters speed, agility and overall quickness are based on their dexterity rating. Wits represents how imaginative a character can be. It is also a measure of how quick a character thinks. Characters with low ratings are slow to think, dull and are quite gullible. On the other hand, characters with high ratings can have plan ready before the situation unfolds and then end it with a funny pun. Common sense or lack there of, is also a reflection of characters wits.
Intelligence determines how well your character learns and reasons, as well as, how much raw knowledge he possesses.